#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(location=1) in vec2 v_texcoord;
layout(location=2) in vec3 v_normal;

layout(binding=1) uniform sampler2D tex_sampler1;
layout(binding=2) uniform sampler2D tex_sampler2;

layout(location=0) out vec4 outColor;

float test(float x){
    return (x + 1) * 0.5f;
}

void main(){
    //outColor = vec4(test(v_normal.x), test(v_normal.y), test(v_normal.z), 1);
    //outColor = texture(tex_sampler1, v_texcoord);
    outColor = mix(texture(tex_sampler1, v_texcoord), texture(tex_sampler2, v_texcoord), 0.35f);
}